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Rules of Play
Mystic Vale Contents
A game by John D Clair Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
For 2–4 players, ages 14 and up Game Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Goal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Introduction Components. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Setup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Centuries ago, a dying, wicked king pleaded for help Card Anatomy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
from the druids of Gaia. Knowing that to heal him How to Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
would only bring more suffering, the druids refused. Taking a Turn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Infuriated, with his final breath the king pronounced
a dire curse that desolated the fertile Valley of Life. 1) Planting Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Empowered by the dark ruler’s spiteful vengeance, – Spoiling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
the king’s spell spread pestilence and blight over 2) Harvest Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
the land. – Resolve Harvest Abilities . . . . . . . . . . . . . 9
The Valley of Life had been sacred to Gaia, a – Score VP. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
birthplace for vital spirits of nature. These spirits – Buy Vale Cards . . . . . . . . . . . . . . . . . . . . . . 10
cried out for aid as the land slowly withered. Worse
– Buy Advancements. . . . . . . . . . . . . . . . . . 10
still, some of the spirits grew corrupt and twisted
by the blight. Left unchecked, this corruption would 3) Discard Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . 12
consume every spirit in the valley and irrevocably – Sleeve Advancements. . . . . . . . . . . . . . . . 12
destroy a portion of Gaia’s power forever. – Replenish Vales. . . . . . . . . . . . . . . . . . . . . . 12
In response, the Druid Council dispatched druids – Replenish Advancements . . . . . . . . . . . . 12
into the valley to restore its verdant beauty. Gaia 4) Prep Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
herself blessed this mission, and the spirits welcomed End of the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
the druids’ much-needed assistance. Into the cursed
Additional Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
valley the druids came, prepared to nurture and heal
the land with their life-giving powers. The spirits – Mana Token. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
pledged to ally with the druids and bring forth new – Guardian Symbol . . . . . . . . . . . . . . . . . . . . . . . . . . 14
life into the valley’s glens and groves. – Wild Spirit Symbol. . . . . . . . . . . . . . . . . . . . . . . . . 14
Although Gaia’s blessings beget life, the cursed blight – On-deck Card. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
fights back, and careless druids may be thwarted – Using Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
by its evil and falter on their mission. Attempting – Planting Your Field. . . . . . . . . . . . . . . . . . . . . . . . . 15
to restore too much, too quickly can backfire
and impede the road to recovery. To remove the – Open and Hidden Information. . . . . . . . . . . . . . 15
desecration and return the Valley of Life to nature’s – Decay. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
bounty will require courage and caution in equal – Card vs. Advancement . . . . . . . . . . . . . . . . . . . . . 15
measure. Card Clarifications. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
– Advancements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
– Vales . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Quick Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
2
Game Overview Components
Players take on the role of druidic clans attempting Your game of Mystic Vale should include the
to restore the cursed lands to their former vitality. following. If it does not, contact
The cards in your deck represent the parts of the customerservice@alderac.com for assistance.
valley that you are tasked with revitalizing, and
each advancement you add to the cards represents • 80 Starting cards divided into 4 identical decks
new life and vitality you have brought to that land. consisting of:
Your power is tied to the land, and as more life – Beastbrothers deck (20 cards)
grows in your valleys and groves, so too does your – Dawnseekers deck (20 cards)
power, and with it the spirits of nature to revive – Lifewardens deck (20 cards)
the miraculous vales. – Waveguards deck (20 cards)
• 96 Advancements consisting of:
Each turn you play cards into your field to gain – 33 Level 1
powerful advancements and valuable vale cards. – 30 Level 2
But you must be careful not to overuse your power – 33 Level 3
or it will result in decay and end your turn. During • 18 Fertile Soil advancements
the game you will be able to build up your cards
by adding powerful advancements. Crafting your • 36 Vale Cards consisting of:
cards with advancements and buying vale cards – 18 Level 1
at the right time will help you bring back the most – 18 Level 2
miraculous portion of the Mystic Vale to life, and to • 4 Reference cards
achieve victory! • 44 1-point VP tokens
• 10 5-point VP tokens
3
Setup
1. Player Decks
Each player takes a deck of 20 sleeved starting cards
(cards belonging to a specific deck are denoted by their
card back). Each player’s deck should have 9 Cursed
Land, 3 Fertile Soil, and 8 blank cards. Each player should Player Deck
shuffle their deck and place it face down in front of them.
2. The Commons
The commons is a set of 9 advancements
available to buy during the game in the center
of the table. To set this up, you first take out all Level 3 Advancements
the Fertile Soil advancements and place them
in a separate deck. Then separate all the other
advancements into decks denoted by their
level symbols (see “Card Anatomy” on page 7).
The Commons
. Level 1 Advancements:
Shuffle all of the level 1 advancements
together. Then count out a number of
advancements into a deck face down and
put the rest back in the box. The number of Level 2 Advancements
advancements in the deck is based on the
number of players in the game, which is
listed below:
• 2 players – count out 12 advancements and
leave the rest in the box.
• 3 players – count out 15 advancements and
leave the rest in the box.
• 4 players – count out 18 advancements and
leave the rest in the box.
Then turn over the first 3 advancements of the Level 1 Advancements
deck as shown in the setup diagram.
.. Level 2 Advancements:
Use all of the level 2 advancements, then turn
over the first 3 advancements of the deck.
Fertile Soil
... Level 3 Advancements: Deck
Use all of the level 3 advancements, then turn
over the first 3 advancements of the deck.
Player Deck
4
Player Deck
3. Vale Cards
Separate the vale cards into a level 1
deck and a level 2 deck. Shuffle the level
1 deck and turn over 4 cards face up,
then do the same with the level 2 deck.
II
Fungal Forest
3
2
ons
I
Azure Lake
II
Wellspring Glade
Ha��est: Gain 1
.
7
I
World Tree
II
Verdant Valley
6
I
2
Talonthorn Den
II
Feral Grove
Ha��est: Gain 1
.
1
Player Deck
4. Setup VP Tokens
Place the tokens in a pool based
on the number of players:
• 2 players – count out 23
and leave the rest in the box.
• 3 players – count out 28
and leave the rest in the box.
• 4 players – count out 33
Pool of VP Tokens and leave the rest in the box.
5
5. Setup Fields 6. Determine Starting Player
During the game you will always have 20 cards. Take a number of (mana) tokens equal to the
Your cards will be in one of four locations: your number of players and be sure to include the token
deck, your field, your discard pile, and you will with the starting player symbol.
have one on-deck card. During setup, players will
create their starting field and on-deck card. Active Side Used Side
Deck On-deck
Card
6
Card Anatomy
Advancement Vale Card
Level Cost
Spirit
Symbol Victory
Guardian Ability Points
Symbol (during end
of game)
I
Ha��est: Gain 1 . 1
... Level 3:
7
How to Play 1) Planting Phase
You resolve your Planting Phase using the
The starting player takes the first turn of following steps:
the game.
A. You must choose to either pass or push.
When a player finishes their Discard Phase, the If you pass, skip immediately to your
next player clockwise around the table takes a Harvest Phase.
turn. Players continue taking turns until the
B. If you chose to push, place your on-deck card
end of the game.
into your field, to the right of any previously
played card. Resolve “When Played” abilities
on that card (if any), then turn over the top
8
Spoiling
Some cards have (decay) symbols on the left Turn Tip
side of the card. While you may resolve your various
If at any time during your Planting actions during the Harvest Phase in any
Phase or Prep Phase you have 4 or order you wish, we recommend that you
more revealed, then you Spoil. generally follow the order below so that
your resources and abilities are easier to
are counted on cards in your manage:
field as well as your on-deck card. When you
Spoil, you immediately skip your Harvest Phase 1. Count up your and spirit symbols.
and jump straight to your Discard Phase. You also
turn over your token to the active side as a 2. Resolve “Harvest” abilities on cards in
consolation for Spoiling. your field.
9
Buy Vale Cards Buy Advancements
You will not be able to buy vale cards for your first With the you have in your field (do not count
few turns since you need to have spirit symbols your on-deck card) you may buy up to two
and none of your starting cards have any. advancements per turn, which includes Fertile Soil
and any of the 9 advancements available in the
There are 4 spirit symbols in the game: commons. The cost of each advancement is shown
in the top right of each advancement. When buying
a Fertile Soil, you may buy any one you want.
If your token is on the active side, you may
spend it by turning the token over to the spent
Animal Forest Sky Wild
side. You then gain 1 additional to spend during
Spirit Spirit Spirit Spirit
that Harvest Phase.
You will put these symbols on your cards by Any that you did not spend is lost at the end of
adding advancements. If you have the right spirit your Harvest Phase. However, if you choose not to
symbols on the cards in your field (do not count spend your active token it will remain active
your on-deck card) to match one of the eight for your next turn.
revealed vale cards, then you may buy that card.
Advancements that you buy are not sleeved until
You may buy up to two vale cards per turn. your Discard Phase. Abilities and symbols on
When you buy a vale card, place it face up in advancements that are not sleeved cannot
your play area. be used.
A symbol used to buy one vale card may not be Note: You are not allowed to buy an advancement
used to buy another. For example, if you want to if you do not have a legal place to sleeve it on a card
buy two different vale cards and they each have in your field.
an in their cost, then you must have two
different symbols in your field.
Some vale cards feature an ability that you can use
during the turns after you buy the card. Vale cards
with a gray symbol on the right side of the
card add to your total at the end of the game.
If a vale card shows a in its cost, you may use
any spirit symbol to pay that cost.
Important: Abilities on vale cards may not be
used during the turn that you buy them.
Tip: In order to help track which vale cards
you have used during your turn, you can simply
rotate them 90 degrees. When you buy a vale
card, immediately rotate it to indicate that you
cannot use the card during this turn. At the end
of your turn, rotate all of your used vale cards
counterclockwise so they are ready to use
next turn.
10
Example Buying Vale Cards
Feral Grove Ley Line Nexus
II
3 I
2
The player has the following spirit symbols from cards in her field: , , , , , .
She spends , , , to buy the Feral Grove. Note that she can use any symbol for the
Feral Grove’s cost, so she chooses to spend an for that cost. She spends her remaining
and to buy the Ley Line Nexus. Note that she can spend her to pay for any spirit symbol
cost, so she chooses to spend the to pay for the cost.
Deck
Mana Token
(active)
11
3) Discard Phase Tip: Avoid crafting a card with 2 or more .
You must first sleeve each advancement you After your advancements are sleeved (if any), put
bought during your Harvest Phase (if any), then all cards in your field off to the side in your own
replenish vale cards and advancements in the personal discard pile face down. Don’t discard
commons. your on-deck card.
Sleeve Advancements Replenish Vales
For each advancement you bought, choose a card in Replace any vale cards you bought by drawing vale
your field (you cannot choose your on-deck card) cards from the top of the respective deck. If the
and sleeve the advancement on the card. deck of level 1 vale cards runs out, replace bought
You may not sleeve an level 1 vale cards with cards from the level 2 deck.
advancement if it will cover Replenish Advancements
another advancement already
on the card (including Any advancements you bought from the commons
advancements on starting are replaced with new advancements of the same
cards). There is one exception level from the top of the corresponding deck(s). If
to this rule. Some advancements the deck of level 1 advancements runs out, replace
have abilities that run long-wise bought level 1 advancements with advancements
down the card. You may sleeve from the level 2 deck. Likewise if the level 2
an advancement such that one deck runs out and you need to replace a level 2
long-wise ability is covering advancement, instead replace it with a level 3
another long-wise ability. advancement.
Whichever ability gets covered
The next player may now begin their turn.
is no longer active and is
ignored.
Mana Token
(used) Vale Cards
VP Tokens 3 6
II II
12
4) Prep Phase End of the Game
While your opponent is beginning their turn, you When the tokens in the pool run out, finish
can now prep your field. Play your on-deck card as playing the current round so that each player gets
the first card in your new field and resolve “When an equal number of turns, then the game ends. If
Played” abilities on that card (if any). Then turn tokens in the pool run out and a player would
over the top card of your deck, as a new on-deck still gain , take them from the tokens that were
card. Continue to place your on-deck card into your left in the box.
field, to the right of any previously played card and
resolve any “When Played” abilities, until you have Players now count their points.
three or more showing (in your field and your
on-deck card). Most often this will be 2 in your You may have accumulated tokens from cards
field and 1 on-deck. that give you tokens each time you play them.
If your field has 2 and your on-deck card shows Some advancements are worth points at the end of
an additional 2 or more , you automatically the game, which is indicated by the gray
Spoil and must skip your Harvest Phase next turn symbol on the right side of the card. You should go
and jump straight to your Discard Phase. You also through all of your cards and count up all the
turn over your token to the active side as a you have on advancements.
consolation for Spoiling. As general advice, avoid Many vale cards are also worth points at the end of
crafting a card with 2 or more . the game, which is indicated by the gray
When you have 3 or more showing, your field is symbol on the right side of the card.
prepped for your next turn. The player with the most total points is the winner.
Note: If a player deems it important, they may wait If two or more players are tied, the player with the
until the previous player has finished their Prep most combined level 3 advancements and level 2
Phase before starting their own Planting Phase. vale cards is the winner. If there is still a tie, then
players share the win.
Ha��est: Gain
I 1 .
1
II
3
13
Additional Rules On-deck Card
Your on-deck card is not considered to be in your
This section covers additional explanations beyond deck or in your field. Abilities that reference your
the basic rules required to play. deck, like “search your deck”, do not include your
on-deck card.
Mana Token The only symbols that count on your on-deck
You may only spend your active token during card are and symbols. You must play the
your Harvest Phase. card into your field to get any other symbols on
the card.
If you choose not to spend your active token,
it will remain active for your next turns until you “Harvest” and “When Played” abilities cannot be
spend it. used on your on-deck card. “Ongoing” abilities
however, continually affect the card even when it is
If your token is already active and you Spoil, your on-deck card.
the token remains active but you don’t receive
any other reward.
Using Abilities
Guardian Symbol If an ability specifically contradicts the rules, the
ability takes precedence.
Some cards have one or more
(guardian symbol). These symbols have Each ability on an advancement or vale card can
no effect unless an ability on a card only be used once per turn unless it specifically
references them. states otherwise.
Most abilities list when they can be used at the
start of their text, like “Harvest” or “When Played”
for example, otherwise the ability describes when
it can be used. If two or more abilities would
resolve at the same time, like two “Harvest”
abilities for example, the active player chooses
the order they are resolved.
“When Played” abilities are resolved when they
are played into your field, before revealing a new
on-deck card; they are not resolved when they are
Wild Spirit Symbol revealed as your on-deck card.
The (wild spirit symbol) is considered any of “Harvest” abilities in your field are resolved
the spirit symbols: , , , . during your Harvest Phase; they are not resolved
while they are your on-deck card.
If a vale card shows a in its cost, you may use
any spirit symbol to pay that cost. “Ongoing” abilities continually affect the card
whether that card is on-deck, in your field, in your
If a card or ability gives you a , you may use it
discard pile, or in your deck. These effects have no
to pay for any spirit symbol on a vale card’s cost.
trigger, as they are always active.
14
Planting Your Field
New cards that are added into your field must
Card Clarifications
always be placed to the right of any cards This section covers additional explanations
previously placed in your field. The cards are for advancements and vale cards that may be
designed such that those without text effects can referenced during play.
be overlapped and only the left half of each card
needs to be seen. Try not to overlap cards with
“Ongoing” or “Harvest” abilities, or you may Advancements
miss them.
Aurora
Open and Hidden This is a “Harvest” ability,
meaning if it’s in your field, it
Information resolves during your Harvest
You may not look at any cards in a deck unless an Phase. You cannot resolve this
ability allows you to do so. ability if you Spoil. Count up the number of cards in
your field (don’t count your on-deck card). A “card”
You may always look at any cards in your own means everything in a single sleeve—
discard pile. You may not look at cards in other advancements are not counted as individual cards.
players’ discard piles unless an ability allows For every 2 cards, rounded down, gain 1 .
you to do so. For example, if there 9 cards in your field, you
When you gain tokens they are placed in your gain 4 .
play area and are open information to all players.
Calm Weather
Decay This is a “When Played” ability,
You can only Spoil during your Planting Phase and meaning it resolves when it goes
Prep Phase. If you have 4 or more revealed from being your on-deck card to
during your Harvest Phase or Discard Phase, you being placed into your field. It
do not Spoil and there is no effect. resolves before you turn over
your next on-deck card. This
Card vs. Advancement ability means you look at the top
card of your deck (which is
A card is comprised of everything in its sleeve, about to be your on-deck card).
including the starting card itself and any Then either discard it or put it
advancements that are placed in the sleeve. back on top of your deck. Regardless, you then turn
over a new on-deck card.
An advancement is one of the three “slots” that
make up a card; advancements are not counted
as individual cards. Advancements that are
printed on starting cards are still considered an
advancement in regards to rules and abilities.
The “blank” starting card is not considered an
advancement.
15
Cleansing Rain Earthchant Chorus
This is a “When Played” ability, During your Harvest Phase
meaning it resolves when it goes (when you buy advancements),
from being your on-deck card to if Earthchant Chorus is on a
being placed into your field. It card in your field and that card
resolves before you turn over your next on-deck has one or two open slots to sleeve a new
card. Search your deck for any card and you may advancement, you may declare that you are
put it into your discard pile (you’ll probably want purchasing an advancement that will be sleeved
to choose a Cursed Land), then shuffle your deck on the same card as Earthchant Chorus (it must be
(don’t shuffle your discard pile into your deck) and able to fit an open slot on the card). If you do, that
reveal your next on-deck card. If you choose not to advancement costs 2 less to buy (to a minimum
discard the card, you must still shuffle your deck. of zero), and during your Discard Phase you must
sleeve it where you said you would. Note that
If Cleansing Rain was the bottom card of your during the turn you buy and sleeve Earthchant
deck, such that when you play it there are no cards Chorus its effect is not active and should be
in your deck, first shuffle your discard pile to ignored.
create a new deck, then resolve Cleansing Rain’s
ability.
Feral Chieftain
Dawnsinger This is a “Harvest” ability,
meaning if it’s in your field, it
This is a “Harvest” ability, resolves during your Harvest
meaning if it’s in your field, it Phase. You cannot resolve this
resolves during your Harvest ability if you Spoil. For each on the card,
Phase. You cannot resolve this including the on Feral Chieftain plus any other
ability if you Spoil. For each on the card, on advancements also in the same sleeve, you
including the on Dawnsinger plus any other get 1 . For example, if Feral Chieftain and Stag
on advancements also in the same sleeve, you were sleeved together on the same card, Feral
get 1 additional to spend this turn. For Chieftain would give you 3 during your
example, if Dawnsinger and Stag were sleeved Harvest Phase.
together on the same card, Dawnsinger would give
you 3 during your Harvest Phase.
Gaia’s Chosen
Deadwood Harvester This is an effect that only
matters when counting total
This is a “When Played” ability, points at the end of the game.
meaning it resolves when it goes The advancement gives you 2
from being your on-deck card to end of the game as normal,
being placed into your field. It but it also gives you an
resolves before you turn over additional 1 for every ,
your next on-deck card. This
, , , , , ,
ability means you may discard
and on the card.
any other card which was
already placed in your field However, these are only
(typically a Cursed Land). If counted after ignoring text effects.
Deadwood Harvester is the first card placed into
your field its effect does nothing.
16
For example, if Gaia’s Chosen is sleeved together on Lifebringer Seed
the same card as both Stag and Dawnsinger, this
ability would give you 6 (3 for the , 2 for This is an “Ongoing” ability,
the and , and 1 for the , but 0 from meaning if Lifebringer Seed is
Dawnsinger’s ability because text effects are sleeved on a card, thereafter,
ignored). whether that card is on-deck, in
your field, in your discard pile, or in your deck, it is
For example, if Gaia’s Chosen is sleeved together on considered to have no on it.
the same card as both Stag and Lifebringer Seed,
this ability would give you 4 (2 for the , Magic Seed
1 for the , and 1 for the . Even though
Lifebringer Seed has an “Ongoing” ability that This is a “Harvest” ability,
cancels the , Gaia’s Chosen specifically says to meaning if it’s in your field, it
ignore text effects, so the is still worth 1 ). resolves during your Harvest
Phase. You cannot resolve this
Grassland ability if you Spoil. Count up the
number of other cards in your
While Grassland is in your field field (don’t count your on-deck
during your Harvest Phase, card or the card that Magic Seed
when you count up the you is sleeved on). You gain that
get from symbols on cards much additional to spend
and abilities, you must subtract 1 from the total. If this turn.
you do not have any to lose due to the
Grassland’s ability, there is no effect. Mindful Owl
Grovetender This is a “When Played” ability,
meaning it resolves when it goes
This is an “Ongoing” ability, from being your on-deck card to
meaning if Grovetender is being placed into your field. It
sleeved on a card, thereafter, resolves before you turn over
whether that card is on-deck, in your next on-deck card. This
your field, in your discard pile, or in your deck, ability means you may discard
Grovetender’s ability is in effect. For each on any other card which was
the card ( on advancements in the same sleeve), already placed in your field
Grovetender is considered to have +1 . For (typically a Cursed Land). If
example, if Grovetender and Stag were sleeved Mindful Owl is the first card placed into your field,
together on the same card, Grovetender would be then its effect does nothing.
considered to have 2 . You still, of course, only
get these while Grovetender is in your field or
on-deck.
17
Peacekeeper Druid Woodland Warden
If Peacekeeper Druid is in your This is a “Harvest” ability,
field, its ability is available for meaning if it’s in your field, it
use during your Planting Phase resolves during your Harvest
(or, more rarely, your Prep Phase. You cannot resolve this
Phase). During your Planting Phase, if you push ability if you Spoil. For each on the card,
and the new on-deck card you reveal would result including the on Woodland Warden plus any
in you Spoiling, instead of Spoiling, you may use other on advancements also in the same sleeve,
Peacekeeper Druid’s ability and discard your you get 2 . For example, if Woodland Warden
current on-deck card. Then reveal a new and Stag were sleeved together on the same card,
on-deck card. Woodland Warden would give you 6 during
your Harvest Phase.
You may not use the ability more than once during
your turn. For example, if you were to Spoil but you
use Peacekeeper Druid’s ability to discard your
on-deck card and reveal a new on-deck card, which
also results in you Spoiling, then too bad, you Spoil
anyway.
In the rare case of Spoiling during your Prep Phase,
if Peacekeeper Druid is in your field, you may use
its ability once then as well, but then you cannot
use the ability again during your next Planting
Phase.
Seedling
This is an “Ongoing” ability,
meaning if Seedling is sleeved
on a card, thereafter, whether
that card is on-deck, in your
field, in your discard pile, or in your deck, that card
is considered to have no more than 1 on it. For
example, if Seedling is sleeved on a Cursed Soil
with no other advancement, its ability effectively
does nothing. However, if you also sleeve an
advancement with on it on the same card, like
Hulking Thornhide, then Seedling’s ability cancel’s
the second so the card is considered to have
only 1 on it.
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Vales Cascading Falls
Cascading Falls This ability means that every
Ancient Liferoots Harvest Phase you gain 1
Ancient Liferoots You always are considered to to spend during that Harvest
have +1 . If you already have Phase. You cannot use this
an Ancient Liferoots vale card, ability the turn you buy
you may not gain a second. this card.
Ha��est: Gain 1
I
.
1
Conclave of Ents
Gain 1 permanent .
You may not have more
than one copy of this card.
II
II
your on-deck card, then you
That card gains 1
until the end of turn.
Blooming Arbor This ability is available for use In the rare case you use Conclave of Ent’s ability
during your Planting Phase (or, during your Prep Phase, the ability stays in effect
more rarely, your Prep Phase). during your next Planting Phase.
During your Planting Phase, if
you push and the new on-deck Pool of Light
card you reveal would result in Pool of Light This ability means that every
you Spoiling, then instead of Harvest Phase you gain 1
Spoiling, you may discard to spend during that Harvest
Blooming Arbor (put it back in
If you were to Spoil,
you may discard this
I card to gain 1 .
Phase. You cannot use this
the game box and it’s considered ability the turn you buy this
out of the game). If you do, you gain 1 . If that card. The may be used to
results in you no longer Spoiling, then you now pay for any spirit symbol on a
continue your turn as normal by choosing to either vale card’s cost.
pass or push. Ha��est: Gain 1 .
II
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Radiant Pinnacle Stream of Vigor
Radiant Pinnacle This ability means that every Stream of Vigor This ability means that every
Harvest Phase you gain 1 Harvest Phase you gain 2
to spend during that Harvest to spend during that Harvest
Phase. You cannot use this Phase. In addition, you are now
ability the turn you buy limited to buying 0 to 3
this card. advancements each turn instead
of 0 to 2. You cannot use this
ability the turn you buy
this card.
Ha��est: Gain 2
and you may buy a third
I
Ha��est: Gain 1 . 1 II advancement this turn.
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Credits Designer Special Thanks:
I want to specifically thank the awesome people
who volunteered their time to help me playtest
Game Design: John D Clair and develop Mystic Vale. If it’s not 100% true to say
that a game is only as good as its playtesters, it’s
Project Lead: John Goodenough
at least 90% true, and the thanks owed to these
Development: Bryan Reese, Mark Wootton great contributors should not be understated.
The first on the list has to be Csilla Balogh for all
Art Direction: Todd Rowland the wonderful support, input, help, and playtests.
Cover Art: Kiki Moch Rizky This game would not be what it is without her.
Katalin and Eva Balogh have to be next for their
Card Art: Jess Alphonso, Jack Baker, Storn Cook, excitement and willingness to play over and
Amber Debelak, Martin de Diego, Andrew Gaia, over nearly every iteration of the game. Other
Krzysztof Hain, Yogesh Joshi, Heather Kreiter, Jeff fantastic contributors who cannot go unmentioned
Porter, Kezrek Laczin, Kiri Leonard, Matt Paquette, include, in no particular order, Sam Nazarian,
Kiki Moch Rizky Chris Buckley, Steve Behnke, Chris Buskirk, Alex
Daar, Sean Growley, Chris Johnson, Pace and Leo
Graphic Design: Kali Fitzgerald Porter-Zasada, David Mines, Ben Lesel, Zak Stoltz,
Packaging Design: Sean Glenn and Eric Martinez. Many others also offered their
time to playtest. You know who you are and you
Story Text: Ross Watson have my thanks! Finally, much credit and thanks
should be given to the great team at AEG for the
Editing: Nicolas Bongiu, Bryan Reese, Todd professionalism, talent, and friendship of each and
Rowland, Mark Wootton every person I worked with. Working with them
Production: Dave Lepore has been rewarding, inspiring, and fun.
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Druidic Clans
There are many druidic clans devoted to nurturing and guarding the Valley of Life. Each
clan focuses on a certain aspect based on the primal forces of nature. This aspect shapes
the clan’s rituals, which grants them different powers and blessings from Gaia. When the
spirits of nature cried out for aid, the Druid Council first sent the four most prominent clans:
Beastbrothers, Lifewardens, Dawnseekers, and Waveguards.
Beastbrothers
Druids belonging to the circle of animals are called Beastbrothers. These
druids form lasting bonds with all forms of animal life. Beastbrothers are
often considered barbaric, preferring to lair in caves and dark forests.
Beastbrothers honor and respect the ways of animals, including the nature
of predator and prey.
Lifewardens
Some druids join a circle dedicated to plant life, the power of growth, and
harmony of nature. These druids are known as Lifewardens. They are
gardeners and caretakers, nurturing life that comes from the earth. Plants,
trees, farms, and gardens are where they roam. Lifewardens catalogue
every plant they encounter, memorizing the uses of herbs, roots, and other
growing things, making them excellent healers.
Dawnseekers
The light of the sun marks the passage of the seasons, and druids who
venerate this process are known as Dawnseekers. This circle of druids
mark the calendar, preferring to make their homes amongst the plains and
savannas where the sun is clearly seen throughout the day. Dawnseekers
rise early, hence their name, though some amongst their number prefer to
remain awake until midnight to mark the end of another day.
Waveguards
Wherever the rivers flow, you can find druids who honor the rushing
waters. These druids are sometimes called Waveguards, and they travel
along stony riverbeds, frost-lined coasts, and into the icy mountains.
Waveguards understand the majesty and power of water like no others,
able to divine weather patterns from a single drop of rain and predict the
tides with uncanny accuracy.
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